Planetary PCG
This project explores the use of procedural content generation (PCG) in Unreal Engine 5 to create vast, scalable space environments. The focus is on generating planets and large cosmic scenes, allowing for varied terrain and efficient world building. By experimenting with PCG techniques, the project aims to simulate the scale and unpredictability of space while maintaining performance and visual quality.
Purpose
Final Year University Project
Year
2025
Role
Solo Project
Still a work in progress!
(Documentation included on completion)
Project Overview:
Role: Solo Project
Engine Used: Unreal Engine 5
Platform: PC
My Work:
Systems Development
Generated procedural planet terrain using a spherical base mesh combined with Unreal Engine 5 Geometry Scripts and Perlin noise for natural surface variation.
Implemented an ocean system that spawns dynamically around the generated planet.
Distributed PCG points across a ~1000 km scale planet, resulting in approximately 1–1.5 million procedurally generated points.
Optimized performance by saving PCG results into a separate static mesh to reduce runtime generation cost.
Created a planet atmosphere featuring volumetric clouds to enhance scale, depth and visual realism.
Added a directional sun light and space skybox to establish lighting, scale and the sense of vast open space.
In Progress ( Not ready to be shown )
Implemented a custom planetary gravity system (inspired by Super Mario Galaxy) to support spherical worlds and surface traversal.
Extended PCG point scattering to approximately 15 million points to test extreme scale procedural distribution and performance limits.
Developed an early gameplay framework featuring a controllable character and flyable spaceship, enabling seamless transitions from deep space to planetary surface.